by Teron » Thu Feb 05, 2009 11:14 am
Possibly, posting introductory logs, showing how it's played and how tough chars/mobs can be, might help.
A chance to play a powerful character w/o a chance to give out eq to other chars might help, too.
This comes from the fact that one (ok, me) needs to know how good it is in a few levels to make up the mind on whether to play or not.
For example, say a person has chosen a classo and he's chosen to login as the first time playing the game (separate option during login or char creation phase). He'll be able to play the char at 4x20 and see how it is. In an hour, the char's back at 1 0 0 0.
Of course, it doesn't remove the need to know what to do: eat, drink, sleep, use spells, weapons, etc. Possibly, the introductory logs might be more helpful in this regard.
As for a call for more builders, I haven't seen anyone mention the benefits of immorting anywhere: usually only those, who have been playing the MUD for years, learn to want to immort. This isn't that bad, but the choice of imms is limited.
Perhaps, if it were easier to write areas/mobs and make them widely accessible it'd help keeping the imms active and let the newcomers create something worth playing with. Walking was a hassle, irrc, and it might be easily replaced with a spell checker in some cases.
While there seem to be common mob types that imms create, newcomers might add something new to the mix by mixing the unmixable that'd require minimum supervision to approve.
Also, the people leave, when they see lots of good ideas rejected or postponed with "we dont have time for this".